Prevent typeless textures from creating srv / rtv on initialization#3095
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johang88 wants to merge 4052 commits into
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Prevent typeless textures from creating srv / rtv on initialization#3095johang88 wants to merge 4052 commits into
johang88 wants to merge 4052 commits into
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* Add a way to compare COM pointers for equality. * Small cleanup
* Sealed description classes. They are rarely derived
* Also improve and expand upon ComPtrHelpers for D3D12
* Also removed ColorHelper. It was only ever used in the old D3D12
* Also separates the allocators and pools to separate files
* Also small rewrite to CompiledCommandList
* So it is equivalent to VertexBufferBinding, which already has * Also make it IEquatable, same as VertexBufferBinding
* GraphicsException is the base of all exceptions for Stride.Graphics * GraphicsDeviceException is now the base exception for when GraphicsDevice.Status is the culprit
…rializer doesn't support InlineArray (fixes stride3d#3080)
* feat-add-2d-platformer-template * various coding convention fixed for PR * removed win and refactored animation code * additional best practices like required fields * File names refactored * refactor file content from _2DX to Platformer2D * fix: Project paths after rename operation * fix: Required references * chore: Minor nullable-related cleanup * chore: Remove unnecessary sfx stop call --------- Co-authored-by: Eideren <contact@eideren.com>
* Fixed null checking in IndexBufferBinding equals operator * Update sources/engine/Stride.Graphics/IndexBufferBinding.cs Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com> --------- Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
…ents AssemblyProcessor refactor
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Probably we should do the same for D3D12 (and maybe Vulkan if it works the same)? |
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Good point, I'll have to check how they behave. |
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👋 Apologies for the noise here. This PR was closed unintentionally by a bad force-push to I've contacted GitHub Support to try reopening these in bulk, but no guarantees. If this change is still relevant, it's a good opportunity to sync your branch with the latest master and open a fresh PR (your code is intact). Sorry again for the disruption! 🙏 |
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PR Details
DirectX 11 does not allow Shader Resource Views or Render Target Views to be created for typeless textures. This change prevents their creation upon texture initialization, which would have given an exception when
NativeDevice.CreateShaderResourceView/NativeDevice.CreateRenderTargetViewwere called. Users can then create views in their desired format usingToTextureView.Example usage from when I had to interpret the same texture as both SRgb and non SRgb, typeless is required here as creating a non srgb view from an srgb texture is not allowed.
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